头发篇【工作日志:2018.10.8】

洋哥给一个月,说想要一个好的头发shader

怕以后越改越糟糕,打算把每天优化的东西做个总结,一是督促自己,每天都要出成绩,二是万一觉得昨天的效果更好,还有可以返回的余地

接下来一个月的时间计划:

上午八点起床,八点到八点半做饭洗漱,八点半到九点灵修,九点到九点十五吃饭,九点十五到十点公交上班加听英语。

十点到十点半写英语,十点半到十二点半浏览个大网站和新鲜的博文,十二点半到两点健身房健身时间40分钟。

回来吃个水果,两点到五点继续学习unityshader的书,五点到五点半吃饭。

五点半到八点半把上午浏览的新东西,和下午学习的新东西加到头发的shader里面。

八点半到九点半之间下班,九点半到十点之间到家或者去超市采购蔬菜水果。

十点到十一点看看书,写写日记,收拾屋子,争取十二点之前睡觉。


 

Shader "Unlit/NewUnlitShader"
{
	Properties
	{
		_Color("Color Tint", Color) = (1,1,1,1)
		_MainTex("MainTex", 2D) = "White" {}
	    _Cutoff("Alpha Cutoff", Range(0,1)) = 0.5
		
		_BumpMap("Normal Map",2D) = "bump"{}
			//整体透明度强弱
		_AlphaScale("Alpha Scale",Range(0,1)) = 1

			//法线纹理凹凸程度
		_BumpScale("Bump Scale",Float) = 1.0
		_Specular("Specular",Color) = (1,1,1,1)
		_Gloss("Gloss",Range(8.0,256)) = 20
	}



	SubShader
	{
		Tags{ "Queue" = "AlphaTest" "IgnoreProject" = "True" "RenderType" = "TransparentCutout" }
	

		Pass
		{

		Tags{ "LightMode" = "ForwardBase" }

		//剔除前面
		Cull Front
		//ZWrite off
		Blend SrcAlpha OneMinusSrcAlpha


			CGPROGRAM
#pragma vertex vert  
#pragma fragment frag  

#include "LIghting.cginc"  
#include "AutoLight.cginc" 

	fixed4 _Color;
	sampler2D _MainTex;
	float4 _MainTex_ST;
	fixed _Cutoff;
	fixed _AlphaScale;

	sampler2D _BumpMap;
	float4 _BumpMap_ST;
	float _BumpScale;
	fixed4 _Specular;
	float _Gloss;

	struct a2v
	{
		float4 vertex : POSITION;
		float3 normal : NORMAL;
		float4 texcoord : TEXCOORD0;

		float4 tangent:TANGENT;
	};

			struct v2f
			{
				float4 pos : SV_POSITION;
				float3 worldNormal : TEXCOORD0;
				float3 worldPos : TEXCOORD1;
				float4 uv : TEXCOORD2;
				SHADOW_COORDS(3)

				float3 lightDir:TEXCOORD4;
				float3 viewDir:TEXCOORD5;
			};

		
			
			v2f vert (a2v v)
			{
				v2f o;
				o.pos = UnityObjectToClipPos(v.vertex);

				o.uv.xy = v.texcoord.xy*_MainTex_ST.xy + _MainTex_ST.zw;
				o.uv.zw = v.texcoord.xy*_BumpMap_ST.xy + _BumpMap_ST.zw;

				o.worldNormal = UnityObjectToWorldNormal(v.normal);
				o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
				//o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);

				TANGENT_SPACE_ROTATION;
				o.lightDir = mul(rotation, ObjSpaceLightDir(v.vertex)).xyz;
				o.viewDir = mul(rotation, ObjSpaceViewDir(v.vertex)).xyz;

				TRANSFER_SHADOW(o);

				return o;
			}
			
			fixed4 frag (v2f i) : SV_Target
			{

			fixed3 tangentLightDir = normalize(i.lightDir);
			fixed3 tangentViewDir = normalize(i.viewDir);


			//利用tex2D对法线纹理_BumpMap进行采样
			fixed4 packedNormal = tex2D(_BumpMap, i.uv.zw);
			fixed3 tangentNormal;

			//or mark the texture as "Normal map",ang use the built-in funciton(或者将纹理标记为“法线贴图”,使用内置函数)
			tangentNormal = UnpackNormal(packedNormal);
			tangentNormal.xy *= _BumpScale;

			fixed3 worldNormal = normalize(i.worldNormal);
			fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
			fixed4 texColor = tex2D(_MainTex, i.uv);
			//透明度测试  
			clip(texColor.a - _Cutoff);

			fixed3 albedo = tex2D(_MainTex, i.uv).rgb*_Color.rgb;
			fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
			fixed3 diffuse = _LightColor0.rgb * albedo * saturate(dot(worldNormal, worldLightDir));
			UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);


			fixed3 halfDir = normalize(tangentLightDir + tangentViewDir);
			fixed3 specular = _LightColor0.rgb*_Specular.rgb*pow(max(0, dot(tangentNormal, halfDir)), _Gloss);



			return fixed4(ambient + (diffuse + specular )* atten, texColor.a*_AlphaScale);
			}
			ENDCG
		}




		Pass
		{
			Tags{ "LightMode" = "ForwardBase" }

			//剔除背面
			Cull Back
			//ZWrite off
			Blend SrcAlpha OneMinusSrcAlpha


			CGPROGRAM
#pragma vertex vert  
#pragma fragment frag  

#include "LIghting.cginc"  
#include "AutoLight.cginc" 

			fixed4 _Color;
		sampler2D _MainTex;
		float4 _MainTex_ST;
		fixed _Cutoff;
		fixed _AlphaScale;

		sampler2D _BumpMap;
		float4 _BumpMap_ST;
		float _BumpScale;
		fixed4 _Specular;
		float _Gloss;

		struct a2v
		{
			float4 vertex : POSITION;
			float3 normal : NORMAL;
			float4 texcoord : TEXCOORD0;

			float4 tangent:TANGENT;
		};

		struct v2f
		{
			float4 pos : SV_POSITION;
			float3 worldNormal : TEXCOORD0;
			float3 worldPos : TEXCOORD1;
			float4 uv : TEXCOORD2;
			SHADOW_COORDS(3)

				float3 lightDir:TEXCOORD4;
			float3 viewDir:TEXCOORD5;
		};



		v2f vert(a2v v)
		{
			v2f o;
			o.pos = UnityObjectToClipPos(v.vertex);

			o.uv.xy = v.texcoord.xy*_MainTex_ST.xy + _MainTex_ST.zw;
			o.uv.zw = v.texcoord.xy*_BumpMap_ST.xy + _BumpMap_ST.zw;

			o.worldNormal = UnityObjectToWorldNormal(v.normal);
			o.worldPos = mul(unity_ObjectToWorld, v.vertex).xyz;
			//o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);

			TANGENT_SPACE_ROTATION;
			o.lightDir = mul(rotation, ObjSpaceLightDir(v.vertex)).xyz;
			o.viewDir = mul(rotation, ObjSpaceViewDir(v.vertex)).xyz;

			TRANSFER_SHADOW(o);

			return o;
		}

		fixed4 frag(v2f i) : SV_Target
		{

			fixed3 tangentLightDir = normalize(i.lightDir);
		fixed3 tangentViewDir = normalize(i.viewDir);


		//利用tex2D对法线纹理_BumpMap进行采样
		fixed4 packedNormal = tex2D(_BumpMap, i.uv.zw);
		fixed3 tangentNormal;

		//or mark the texture as "Normal map",ang use the built-in funciton(或者将纹理标记为“法线贴图”,使用内置函数)
		tangentNormal = UnpackNormal(packedNormal);
		tangentNormal.xy *= _BumpScale;

		fixed3 worldNormal = normalize(i.worldNormal);
		fixed3 worldLightDir = normalize(UnityWorldSpaceLightDir(i.worldPos));
		fixed4 texColor = tex2D(_MainTex, i.uv);
		//透明度测试  
		clip(texColor.a - _Cutoff);

		fixed3 albedo = tex2D(_MainTex, i.uv).rgb*_Color.rgb;
		fixed3 ambient = UNITY_LIGHTMODEL_AMBIENT.xyz * albedo;
		fixed3 diffuse = _LightColor0.rgb * albedo * saturate(dot(worldNormal, worldLightDir));
		UNITY_LIGHT_ATTENUATION(atten, i, i.worldPos);


		fixed3 halfDir = normalize(tangentLightDir + tangentViewDir);
		fixed3 specular = _LightColor0.rgb*_Specular.rgb*pow(max(0, dot(tangentNormal, halfDir)), _Gloss);



		return fixed4(ambient + (diffuse + specular)* atten, texColor.a*_AlphaScale);
		}
			ENDCG
		}


	}

		Fallback "Transparent/Cutout/VertexLit"
}

昨天融合了半透明加阴影,保证了渲染次序不返,还能让透明物体有影子,有高光的基础shader。

目前看来还需要改善高光的强度,形状,添加异性。

软化边缘,看起来好硬。。。low死了

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转载自blog.csdn.net/ABigDeal/article/details/82982695
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